Warhammer 40k Tactical

Warhammer 40k Tactical
I would like to no(step bye step) how to play warhammer 40k.I would like to no what you need.?

I have two tactical squads and a commander ‘a legeal army’

I would like to no how far you can move and how many dices you need and other stuff. Please can you answer in full sentaces. to make it more easy to under stand

As others have observed, telling you the full rules for WH40k would not only be immensely time consuming and exceed the size limit on Answers, but would also breach the copyright of Games Workshop incurring both their wrath and that of Y!A.

However, I’m happy to give you a quick intro to a typical turn involving two models, so as to keep things simple.

Movement:
It is Model A’s turn. He is an infantry model and may move up to 6″. Model B is 18″ away at the start of the turn so, when A moves, he finishes 12″ away from B.

Shooting:
It is still Model A’s turn – he performs all movement, shooting and assault before it is B’s turn. At a 12″ range his weapon can fire twice. He rolls two six-sided dice (D6s), needing a 3 or more to hit his target. He rolls a 5 and a 6, meaning two hits.

His weapon has strength 4. His target is Toughness 3. He therefore needs a 3+ to wound on a D6 for each hit. He rolls two D6s and rolls a 1 and a 4. He has caused one wound on his opponent.

B has an armour save of 4+. A’s weapon has an Armour Penetration value of 5, so B still gets an armour save and rolls a 4. He has survived!

Assault:
A is more than 6″ away from B so cannot assault.

Movement:
It is now B’s turn. He is also infantry and can move up to 6″, but must cross difficult terrain to reach A, so he rolls two D6s and can move a number of inches equal to the highest result. He rolls a 2 and a 3, so can move only 3″ this turn.

Shooting:
Because he wants to assault A and is still 9″ away, B decides to forego shooting and Run. He rolls a D6 and rolls a 6! He can now move another 6″ (this is unaffected by the difficult terrain).

Assault:
B is now only 3″ away from A and can therefore assault (maximum distance 6″). He moves into base contact with A. B has Initiative 5. A has Initiative 4, so B attacks first. He has Weapon Skill 4, as does A, so he needs a 4+ on a D6 to hit. He has one Attack, but he charged, giving him +1 Attack. He also has an extra close combat weapon, giving him another +1 Attack. So he rolls 3 D6s and rolls a 1, a 4 and a 5: two hits!

B is Strength 3, A is Toughness 4, so B needs a 5+ to wound. He rolls two D6s and manages a 5 and a 2. That’s 1 wound. But A has a 3+ save. He rolls a 4 and ignores the wound.

Even though it is B’s turn, A may now attack in combat. He also needs a 4+ to hit and has only one attack. He rolls a 4. B makes his armour save roll (needing 4+) and rolls a 2. He takes a wound.

B has only one wound and is removed from the tabletop.

***

Obviously, this leaves out things like jump infantry rules, cover saves, template weapons, blast weapons, power weapons, bike rules, vehicles, deep striking, reserves and a thousand other rules that you can find in the rulebook, but it gives you an idea of how the game works.

You can pick up a copy of the A5-size rulebook from the Assault on Black Reach boxed set for less than £10 on eBay. Or you can buy the AoRB boxed set yourself: as well as the rulebook, it includes two whole armies, one of which is space marines, allowing you to expand your existing collection, with models left over to trade or keep as a back-up army.

AoBR also includes dice, distance sticks, templates and a booklet with introductory scenarios to teach you the rules and guidance on how to get the best results from painting your miniatures.

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